Board Description

It is the year 3018 of the 3rd Age - Isengard and Mordor are preparing to unleash their forces on the proud but scattered Rohirrim. Can the Rohirrim muster their forces in time to defend themselves?

Almost all territories have unit max of 15 units...there are some spots with different max counts, including Isengard, Edoras and Helm's Deep, the muster locations and a couple Orc camps. There are just a few which have less than 15 - notably Derndingle with 12 (done for game balance).

Be aware of the one-way attacks to/from Isengard, the offensive bonus from both sides towards the Fords of Isen, and the defensive advantage of Helm's Deep.

Note - the brown trail represents the Old King's Road (aka Great West Road) as it travails from Arnor down through to Minas Tirith and beyond.

Note2 - due to it's relatively small size, this map can act as a fun learning experience for relative newbies of simulgear play.

Scenarios:

5) Factory Placement- reinforcements can only be placed on factory locations.

Note the black circlular symbol which denotes these locations.

Gameplay Settings

Gameplay Type

SimulGear

Allow reinforcement moves before attack moves

2

Allow reinforced units to attack in the same round

Off

Allow order overloading

Off

Allow unit pumping

On

Maximum number of orders allowed per turn

Unlimited

Turn Order

Least units on board goes first

Allow fortification

Bordered

Allow abandonment of territories

On

Abandoned territories revert to neutral

Never

Fog type

Medium

Allow override of fog setting

Yes

Game history

Show

Team Settings

Teamplay Enabled

No

Team Vision

On

Team Unit Placement

Off

Team Unit Transfer

Off

Team Factory Production

Off

Cards

Cards

On

Card Capture

On

Maximum number of cards allowed

5

Card values

7,7,7,7,7,7,7,7,7,7,7

Must capture non-empty territory to earn card

Off

Card deck

A:16 B:16 C:16 W:4

Bonuses, Limits and Dice

Grant 1 unit per x territories owned

3

Minimum bonus units per turn

3

Elimination bonus

0

Capturing of reserves on elimination

On

Maximum reserve units

15

Maximum units per territory

25

Auto Assign Factories

Chance of an attacker killing a defender

70

Chance of a defender killing an attacker

75

Fatigue: Chance of Attack success drops by

0% per 1 turns

Initial Setup

Initial setup

Setup based

Lock seat colors

On

Lock seat order

On

Lock starting bonus to:

Color

Allow seat selection

Seats

Capital cities

On

Capital city capture

On

Capital city unit assimilation %

0

Destroy unallocated Capitals

On

Number of units per Player

5

Decrease unit count per player

0

Initial unit count minimum

0

Territory selection

Automatic

Unit placement

Automatic

Neutral count

None

Neutral Factories

Use team names defined in Colors

Off

Allow players to choose seats / teams

Seats

Design Information

Territories

48

Continents

20

Advanced Features

Fortify Only BordersOne-way BordersBorder Modifiers

Board Settings

Gameplay

Available Players

2

Card Sets Worth

7,7,7,7,7,7,7

Territory Selection

Automatic

Unit Placement

Automatic

Starting Setup

Scenario based

Capital Cities

On

Teamplay

Disabled

Fog Setting

Medium

Fog Override

Enabled

Open Games

0

Cards

Edoras

Isengard

Helm's Deep

Wild

Seat

Color

Team

Starting Cards

Starting Bonus

Win Condition

1

Orange

Rohirrim

Default

Default

2

Black

Forces of Evil

Default

Default

Board Description

Rohan

It is the year 3018 of the 3rd Age - Isengard and Mordor are preparing to unleash their forces on the proud but scattered Rohirrim. Can the Rohirrim muster their forces in time to defend themselves?

Almost all territories have unit max of 15 units...there are some spots with different max counts, including Isengard, Edoras and Helm's Deep, the muster locations and a couple Orc camps. There are just a few which have less than 15 - notably Derndingle with 12 (done for game balance).

Be aware of the one-way attacks to/from Isengard, the offensive bonus from both sides towards the Fords of Isen, and the defensive advantage of Helm's Deep.

Note - the brown trail represents the Old King's Road (aka Great West Road) as it travails from Arnor down through to Minas Tirith and beyond.

Note2 - due to it's relatively small size, this map can act as a fun learning experience for relative newbies of simulgear play.

Scenarios:

1) Basic

2) Pick your role

3) 2v2 Teams

4) Images - small images of people/places have been added to enhance the Rohan experience.

1) New Basic scenario (changes from original basic version)

capitals are at Isengard and Edoras

Rohan Muster points can now fortify up to 2 spaces away due to their swift horses.

Isengard can fortify through secret tunnels to any of the orc or goblin hosts.

An additional tunnel territory near Isengard

Pre-transfer (fortifies) allowed is 2

default attack/defense percentages are 70/75 (original was 60/70)

Card sets upped from 5 to 7 units.

Gameplay Settings

Gameplay Type

SimulGear

Allow reinforcement moves before attack moves

2

Allow reinforced units to attack in the same round

Off

Allow order overloading

Off

Allow unit pumping

On

Maximum number of orders allowed per turn

Unlimited

Turn Order

Least units on board goes first

Allow fortification

Bordered

Allow abandonment of territories

On

Abandoned territories revert to neutral

Never

Fog type

Medium

Allow override of fog setting

Yes

Game history

Show

Team Settings

Teamplay Enabled

No

Team Vision

On

Team Unit Placement

Off

Team Unit Transfer

Off

Team Factory Production

Off

Cards

Cards

On

Card Capture

On

Maximum number of cards allowed

5

Card values

7,7,7,7,7,7,7,7,7,7,7

Must capture non-empty territory to earn card

Off

Card deck

A:16 B:16 C:16 W:4

Bonuses, Limits and Dice

Grant 1 unit per x territories owned

3

Minimum bonus units per turn

3

Elimination bonus

0

Capturing of reserves on elimination

On

Maximum reserve units

15

Maximum units per territory

25

Auto Assign Factories

Chance of an attacker killing a defender

70

Chance of a defender killing an attacker

75

Fatigue: Chance of Attack success drops by

0% per 1 turns

Initial Setup

Initial setup

Setup based

Lock seat colors

On

Lock seat order

On

Lock starting bonus to:

Color

Allow seat selection

None

Capital cities

On

Capital city capture

On

Capital city unit assimilation %

0

Destroy unallocated Capitals

On

Number of units per Player

20

Decrease unit count per player

0

Initial unit count minimum

0

Territory selection

Automatic

Unit placement

Automatic

Neutral count

None

Neutral Factories

Use team names defined in Colors

On

Allow players to choose seats / teams

None

Design Information

Territories

48

Continents

20

Advanced Features

Fortify Only BordersOne-way BordersBorder Modifiers

Board Settings

Gameplay

Available Players

2

Card Sets Worth

7,7,7,7,7,7,7

Territory Selection

Automatic

Unit Placement

Automatic

Starting Setup

Scenario based

Capital Cities

On

Teamplay

Disabled

Fog Setting

Medium

Fog Override

Enabled

Open Games

0

Cards

Edoras

Isengard

Helm's Deep

Wild

Seat

Color

Team

Starting Cards

Starting Bonus

Win Condition

1

Orange

Rohirrim

Default

Default

2

Black

Forces of Evil

Default

Default

Board Description

Rohan

It is the year 3018 of the 3rd Age - Isengard and Mordor are preparing to unleash their forces on the proud but scattered Rohirrim. Can the Rohirrim muster their forces in time to defend themselves?

Almost all territories have unit max of 15 units...there are some spots with different max counts, including Isengard, Edoras and Helm's Deep, the muster locations and a couple Orc camps. There are just a few which have less than 15 - notably Derndingle with 12 (done for game balance).

Be aware of the one-way attacks to/from Isengard, the offensive bonus from both sides towards the Fords of Isen, and the defensive advantage of Helm's Deep.

Note - the brown trail represents the Old King's Road (aka Great West Road) as it travails from Arnor down through to Minas Tirith and beyond.

Note2 - due to it's relatively small size, this map can act as a fun learning experience for relative newbies of simulgear play.

Scenarios:

1) New Basic

2) New Pick your role

3) 2v2 Teams

4) Images - small images of people/places have been added to enhance the Rohan experience.

2) New Pick Your Role (changes from original basic pick role version)

capitals are at Isengard and Edoras

Rohan Muster points can now fortify up to 2 spaces away due to their swift horses.

Isengard can fortify through secret tunnels to any of the orc or goblin hosts.

An additional tunnel territory near Isengard

Pre-transfer (fortifies) allowed is 2

default attack/defense percentages are 70/75 (original was 60/70)

Card sets upped from 5 to 7 units.

Gameplay Settings

Gameplay Type

SimulGear

Allow reinforcement moves before attack moves

2

Allow reinforced units to attack in the same round

Off

Allow order overloading

Off

Allow unit pumping

On

Maximum number of orders allowed per turn

Unlimited

Turn Order

Least units on board goes first

Allow fortification

Bordered

Allow abandonment of territories

On

Abandoned territories revert to neutral

Never

Fog type

Medium

Allow override of fog setting

Yes

Game history

Show

Team Settings

Teamplay Enabled

No

Team Vision

On

Team Unit Placement

Off

Team Unit Transfer

Off

Team Factory Production

Off

Cards

Cards

On

Card Capture

On

Maximum number of cards allowed

5

Card values

7,7,7,7,7,7,7,7,7,7,7

Must capture non-empty territory to earn card

Off

Card deck

A:16 B:16 C:16 W:4

Bonuses, Limits and Dice

Grant 1 unit per x territories owned

3

Minimum bonus units per turn

3

Elimination bonus

0

Capturing of reserves on elimination

On

Maximum reserve units

15

Maximum units per territory

25

Auto Assign Factories

Chance of an attacker killing a defender

70

Chance of a defender killing an attacker

75

Fatigue: Chance of Attack success drops by

0% per 1 turns

Initial Setup

Initial setup

Setup based

Lock seat colors

On

Lock seat order

On

Lock starting bonus to:

Color

Allow seat selection

Seats

Capital cities

On

Capital city capture

On

Capital city unit assimilation %

0

Destroy unallocated Capitals

On

Number of units per Player

20

Decrease unit count per player

0

Initial unit count minimum

0

Territory selection

Automatic

Unit placement

Automatic

Neutral count

None

Neutral Factories

Use team names defined in Colors

Off

Allow players to choose seats / teams

Seats

Design Information

Territories

47

Continents

22

Advanced Features

Fortify Only BordersOne-way BordersBorder ModifiersFactories

Board Settings

Gameplay

Available Players

4

Card Sets Worth

5,5,5,5,5,5,5

Territory Selection

Automatic

Unit Placement

Automatic

Starting Setup

Scenario based

Capital Cities

Off

Teamplay

Enabled

Fog Setting

Medium

Fog Override

Enabled

Open Games

0

Cards

Edoras

Uruk-Hai

Helm's Deep

Wild

Seat

Color

Team

Starting Cards

Starting Bonus

Win Condition

1

Theoden

Rohirrim

11

Default

2

Mordor

Forces of Evil

11

Default

3

Ents

Rohirrim

11

Default

4

Saruman

Forces of Evil

11

Default

Board Description

Rohan

It is the year 3018 of the 3rd Age - Isengard and Mordor are preparing to unleash their forces on the proud but scattered Rohirrim. Can the Rohirrim muster their forces in time to defend themselves?

Almost all territories have unit max of 15 units...there are some spots with different max counts, including Isengard, Edoras and Helm's Deep, the muster locations and a couple Orc camps. There are just a few which have less than 15 - notably Derndingle with 12 (done for game balance).

Be aware of the one-way attacks to/from Isengard, the offensive bonus from both sides towards the Fords of Isen, and the defensive advantage of Helm's Deep.

Note - the brown trail represents the Old King's Road (aka Great West Road) as it travails from Arnor down through to Minas Tirith and beyond.

Note2 - due to it's relatively small size, this map can act as a fun learning experience for relative newbies of simulgear play.

Scenarios:

1) Basic

2) Pick your role

3) Images - small images of people/places have been added to enhance the Rohan experience.

4) Teams 2v2 - Theoden and Ents vs Saruman and Sauron's western army

In this scenario, the ents have factories (sprouts) at Entwash North and Wellinghall.

There are additional mountain passage territories that connect Dunland and

Fangorn Forest.

Gameplay Settings

Gameplay Type

SimulGear

Allow reinforcement moves before attack moves

Unlimited

Allow reinforced units to attack in the same round

Off

Allow order overloading

Off

Allow unit pumping

On

Maximum number of orders allowed per turn

Unlimited

Turn Order

Least units on board goes first

Allow fortification

Bordered

Allow abandonment of territories

On

Abandoned territories revert to neutral

Never

Fog type

Medium

Allow override of fog setting

Yes

Game history

Show

Team Settings

Teamplay Enabled

Teamplay Only

Team Vision

On

Team Unit Placement

Off

Team Unit Transfer

On

Team Factory Production

Off

Cards

Cards

On

Card Capture

On

Maximum number of cards allowed

5

Card values

5,5,5,5,5,5,5,5,5,5,5

Must capture non-empty territory to earn card

Off

Card deck

A:15 B:15 C:15 W:3

Bonuses, Limits and Dice

Grant 1 unit per x territories owned

3

Minimum bonus units per turn

3

Elimination bonus

0

Capturing of reserves on elimination

On

Maximum reserve units

15

Maximum units per territory

25

Auto Assign Factories

Chance of an attacker killing a defender

70

Chance of a defender killing an attacker

75

Fatigue: Chance of Attack success drops by

0% per 1 turns

Initial Setup

Initial setup

Setup based

Lock seat colors

On

Lock seat order

On

Lock starting bonus to:

Color

Allow seat selection

Seats

Number of units per Player

0

Decrease unit count per player

0

Initial unit count minimum

0

Territory selection

Automatic

Unit placement

Automatic

Neutral count

None

Neutral Factories

Use team names defined in Colors

On

Allow players to choose seats / teams

Seats

Design Information

Territories

45

Continents

20

Advanced Features

Fortify Only BordersOne-way BordersBorder ModifiersFactories

Board Settings

Gameplay

Available Players

2

Card Sets Worth

5,5,5,5,5,5,5

Territory Selection

Automatic

Unit Placement

Automatic

Starting Setup

Scenario based

Capital Cities

Off

Teamplay

Disabled

Fog Setting

Medium

Fog Override

Enabled

Open Games

0

Cards

Theoden

Isengard

Eomer

Wild

Seat

Color

Team

Starting Cards

Starting Bonus

Win Condition

1

Orange

Rohirrim

Default

Default

2

Black

Forces of Evil

Default

Default

Board Description

Rohan

It is the year 3018 of the 3rd Age - Isengard and Mordor are preparing to unleash their forces on the proud but scattered Rohirrim. Can the Rohirrim muster their forces in time to defend themselves?

Almost all territories have unit max of 15 units...there are some spots with different max counts, including Isengard, Edoras and Helm's Deep, the muster locations and a couple Orc camps. There are just a few which have less than 15 - notably Derndingle with 12 (done for game balance).

Be aware of the one-way attacks to/from Isengard, the offensive bonus from both sides towards the Fords of Isen, and the defensive advantage of Helm's Deep.

Note - the brown trail represents the Old King's Road (aka Great West Road) as it travails from Arnor down through to Minas Tirith and beyond.

Note2 - due to it's relatively small size, this map can act as a fun learning experience for relative newbies of simulgear play.